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Partial fix for the immunity to flashbangs in the dark ( now only immune if in the dark AND inside a locker). Deaf people no longer see the "BANG" message of flashbangs.
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@@ -12,7 +12,7 @@
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for(var/mob/living/M in L)
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for(var/mob/living/M in L)
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bang(get_turf(M), M)
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bang(get_turf(M), M)
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for(var/mob/living/M in view(7, flashbang_turf))
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for(var/mob/living/M in hearers(7, flashbang_turf))
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bang(get_turf(M), M)
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bang(get_turf(M), M)
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for(var/obj/effect/blob/B in view(8,flashbang_turf)) //Blob damage here
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for(var/obj/effect/blob/B in view(8,flashbang_turf)) //Blob damage here
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@@ -22,7 +22,7 @@
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qdel(src)
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qdel(src)
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/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/M)
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/obj/item/weapon/grenade/flashbang/proc/bang(var/turf/T , var/mob/living/M)
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M << "<span class='warning'>BANG</span>"
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M.show_message("<span class='warning'>BANG</span>", 2)
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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playsound(src.loc, 'sound/effects/bang.ogg', 25, 1)
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//Checking for protections
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//Checking for protections
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